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Backstabber

When you hit a flat-footed creature, this weapon deals 1 precision damage. The damage increases to 2 if the weapon is expert quality, 3 if it's master, or to 4 if it’s legendary.

Backswing

You can use this weapon’s momentum from a miss to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Blocking

When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.

Brace

If you use the brace weapon simple action to set a brace weapon against a charge, you deal double damage on your first successful hit against a creature charging at you until the end of your next turn.

Charge

If you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon.

Deadly

When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Disarm

When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Distracting

You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.

Double

You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Drag

On a successful critical hit with a drag weapon, you can attempt a combat maneuver check to drag your opponent as a free action. This drag attempt does not provoke an attack of opportunity from your target if that creature is not threatening you.

Finesse

A finesse weapon allows its wielder to apply their Dexterity bonus to their attack roll instead of Strength. All light weapons are considered to have the finesse weapon feature. Natural weapons are considered as light weapons. In addition, the following weapons also have the finesse weapon feature: elven curve blade, rapier, whip, or spiked chain.

Forceful

This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.

Free-Hand

This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so forth. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or using the hand for something else. When you’re not wielding anything and not using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

Grapple

On a successful critical hit with a grapple weapon, you can attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from your target if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.

Knockdown

When scoring a critical hit with a Knockdown weapon, the target is knock prone.

Monk

Monks can use these weapons with their abilities that normally require unarmed attacks.

Nonlethal

All attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them.

Parry

This weapon can be used defensively to block attacks. While wielding this weapon, you can spend an action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

Performance

When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check.

Propulsive

You add half your Strength modifier to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative. If you have a negative Strength modifier, you add your full Strength modifier instead.

Racial

This trait is followed by a race in parentheses. Creatures with the weapon familiarity racial trait matching that race are automatically proficient with these weapons.

Reach

This weapon is designed to be long and increases the reach of your melee attacks by 5 feet.

Reposition

On a successful critical hit with a reposition weapon, you can attempt a combat maneuver check to reposition your opponent as a free action. This reposition attempt does not provoke an attack of opportunity from your target if that creature is not threatening you.

Sunder

When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.

Sweep

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.

Thrown

You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet. Ranged weapons with this trait use the range increment specified in the weapon’s range entry.

Trip

You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Twin

These weapons are used as a pair, each complementing the other. When you are wielding two of the same weapon with this trait and attack with one of them, if you already attacked with the other weapon this turn, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice. For instance, if you attacked with a twin weapon in your right hand with your first action, you would gain this bonus to damage when you attack with a matching twin weapon in your left hand for your second action. On your third action, an attack with either weapon would receive this bonus, since you’d already attacked with both. The weapons must be of the same type to benefit from this trait, but they don’t need to be the same quality or have the same runes.

Two-Hand

This weapon is designed to take advantage of being optionally wielded with two hands. Doing so changes its weapon damage die to the indicated value. If this trait applies to a magic weapon , the extra weapon damage dice from it being a magic weapon also increase in size while it’s being wielded with two hands.

Versatile

A versatile weapon can be used to deal a different type of damage than the type listed in the damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that has versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.